Game machine

The gaming machine addresses player frustration by employing distinct notification modes for launch state transitions, improving the gaming experience.

JP2025107761APending Publication Date: 2025-07-22SANSEI R&D KK
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Patent Information

Application Number
JP2024001167
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-09
Publication Date
2025-07-22

AI Technical Summary

Technical Problem

Players may become irritated when notified of changes in the launch mode of a game ball in gaming machines, leading to frustration.

Method used

A gaming machine that includes first and second launch states with distinct game areas, employing different notification modes (A and B) for transitioning between these states based on specific conditions to minimize player frustration.

Benefits of technology

Reduces the likelihood of player frustration by using inconspicuous notification modes during less favorable transitions, enhancing the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of reducing a risk of a player being irritated by the notification of a shooting mode of game balls.SOLUTION: A game machine is provided with a first shooting state for shooting game balls toward a first game area and a second shooting state for shooting game balls toward a second game area different from the first game area. When the shooting state is shifted from the second shooting state to the first shooting state with the establishment of a first shift condition as a trigger, first shooting notification is performed for notifying a player that game balls should be shot toward the first game area. When condition A is established as the first shift condition, the first shooting notification is performed by notification mode A while when condition B is established as the first shift condition, the first shooting notification is performed by notification mode B.SELECTED DRAWING: Figure 4
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Description

[Technical field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] A notification may be given that the mode of launching the game ball that the player should perform has changed (for example, see Patent Document 1 below). Since this type of notification may occur in conjunction with a change in the state that is not pleasing to the player, the player may become irritated by the notification. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2018-143655 A Summary of the Invention [Problem to be solved by the invention]

[0004] The problem that the present invention aims to solve is to provide a gaming machine that can reduce the possibility that a player will become irritated when notified of the launch mode of a gaming ball. [Means for solving the problem]

[0005] The gaming machine of the present invention, which has been made to solve the above problems, is a gaming machine that has a first launch state in which a gaming ball should be launched toward a first game area, and a second launch state in which a gaming ball should be launched toward a second game area different from the first game area, and when a transition is made from the second launch state to the first launch state upon the satisfaction of a first transition condition, a first launch notification is executed to notify the player that a gaming ball should be launched toward the first game area, and is characterized in that when condition A is satisfied as the first transition condition, the first launch notification is made in notification mode A, while when condition B is satisfied as the first transition condition, the first launch notification is made in notification mode B. [Effect of the Invention]

[0006] According to the present invention, it is possible to reduce the likelihood that a player will become frustrated by the notification of the firing mode of the game ball. [Brief Description of the Drawings]

[0007]

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Mode for Carrying Out the Invention

[0008] 1) Basic Configuration of the Gaming Machine Hereinafter, an embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail with reference to the drawings. First, the overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1. In the following description, the term "image" includes not only still images but also moving images. Also, unless otherwise specified, the following description is based on the premise that the player performs the game as instructed (the player performs a normal game without performing a special game). Also, when it is said that "a game ball enters (wins) ○○", strictly speaking, it means that a sensor provided in the ○○ has detected the game ball that has entered. Also, various values (probabilities, etc.) described below can be appropriately increased or decreased as long as they are not changed to values that eliminate the features. Also, in the following description, the state in which various regions are "closed" means a state in which a game ball cannot enter, and the state in which they are "open" means a state in which a game ball can enter. Any method for realizing the state of impossible / possible entry may be used (for example, even if the entrance is open, a state in which the game ball does not pass through the entrance is regarded as "closed").

[0009] The gaming machine 1 includes a game board 90. The game board 90 is formed of a substantially square plywood, and a guide rail 903 that forms a passage for guiding the game ball launched by the operation of a launching device 908 (launching handle) to the game area 902 is provided in a substantially arc shape.

[0010] In the game area 902, a display device 91 which is the main display device, a start area 904, a big winning area 906, an out port 907, etc. are provided. The display area 911 of the display device 91 is a portion visible through an opening 901 formed in the game board 90. Also, in the game area 902, a plurality of game pins are provided as obstacles that change the flow mode of the game ball when the flowing-down game ball collides with them. The game balls flowing down in the game area 902 change in various modes according to the conditions when they collide with the game pins.

[0011] In such a gaming machine 1, a game ball is launched toward the game area 902 by operating the launching device 908. When the game ball flowing down the game area 902 wins a prize in a winning area such as the start area 904 or the big winning area 906, a predetermined number of prize balls are paid out by the payout device.

[0012] Note that the description of the components of the gaming machine 1 that are not related to the present invention, such as the frame of the gaming machine 1, the lower tray and the upper tray for storing game balls, is omitted. For these, those having the same structure as known gaming machines can be applied.

[0013] 2) Reserved The lottery for a big win (bonus) is executed by the winning / losing lottery means provided on a control board (control circuit) (not shown) when a game ball wins a prize in the start area 904. In the present embodiment, as the start area 904, a first start area 904a (the start area of the so-called "special figure 1") and a second start area 904b (the start area of the so-called "special figure 2") are provided. When a game ball wins a prize in the start area 904, a numerical value (winning / losing lottery information) is acquired from a random number source. If the numerical value is the same as a predetermined big win numerical value, it is a big win; if it is different, it is a loss. Hereinafter, the winning / losing lottery based on the first winning / losing lottery information obtained when a game ball enters the first start area 904a may be referred to as the first winning / losing lottery (special figure 1 lottery), and the winning / losing lottery based on the second winning / losing lottery information obtained when a game ball enters the second start area 904b may be referred to as the second winning / losing lottery (special figure 2 lottery).

[0014] In the present embodiment, the notification of the winning / losing lottery result starts in the order in which the numerical value is acquired. However, if there is winning / losing lottery information for which the notification of the winning / losing lottery result has not been completed yet, the newly acquired winning / losing lottery information is stored as reserved information (strictly speaking, the pre-variation reserved information described later) in a storage means provided on a control board (not shown).

[0015] In this embodiment, as the pending symbol 70, a changing effect that notifies the winning or losing lottery result (an effect from the start of the change of the decorative symbol 80 (the decorative symbol group 80g) to the complete stop in a combination indicating the winning or losing lottery result, that is, an effect during one change, hereinafter sometimes simply referred to as "change" or "rotation") has started, but the notification of the winning or losing lottery result is not yet complete. A pending symbol 71 during change corresponding to the pending lottery information (hereinafter sometimes referred to as "pending information during change") and a pending symbol 72 before change corresponding to the pending lottery information (hereinafter sometimes referred to as "pending information before change") for which the changing effect that notifies the winning or losing lottery result has not started are displayed (see Fig. 2). Note that the pending information during change (the pending symbol 71 during change) is not strictly included in the concept of "pending" (information), but is generally referred to as "such pending change", etc., and thus is defined as being included in the concept of "pending" (information) in this embodiment. In this embodiment, the pending symbol 71 during change is displayed larger than the pending symbol 72 before change, but their basic forms are the same. The basic forms of the pending symbol 71 during change and the pending symbol 72 before change may be completely different from each other.

[0016] The maximum number of pieces of pre-variation retained information that can be stored is limited. In this embodiment, the maximum number of pieces of first pre-variation retained information (Special Drawing 1 Retained) obtained by winning in the first start area 904a is four, and the maximum number of pieces of second pre-variation retained information (Special Drawing 2 Retained) obtained by winning in the second start area 904b is four. Therefore, regarding the retained symbol 70 corresponding to either Special Drawing 1 or Special Drawing 2, one in-play retained symbol 71 and up to four pre-variation retained symbols 72 may be displayed (see FIG. 2). The pre-variation retained symbol 72 is set such that the first pre-variation retained information (Special Drawing 1 Retained) is displayed as the pre-variation retained symbol 72 when in a state where a game ball should be launched aiming at the first start area 904a (a normal game state described later), and the second pre-variation retained information (Special Drawing 2 Retained) is displayed as the pre-variation retained symbol 72 when in a state where a game ball should be launched aiming at the second start area 904b (a special game state described later). Note that, unless otherwise specified, each figure shows the display state of the retained symbol 70 in the normal game state. Regardless of the game state, it may be configured such that the pre-variation retained symbol 72 corresponding to any of the first pre-variation retained information and the second pre-variation retained information stored in the storage means is displayed (up to eight pre-variation retained symbols 72 are displayed). When both the first pre-variation retained information and the second pre-variation retained information are stored in the storage means, the winning / losing lottery result based on the second pre-variation retained information (second winning / losing lottery information) is preferentially notified. That is, the gaming machine 1 according to this embodiment is a Special Drawing 2 priority digestion type.

[0017] 3) Decorative Symbol In this embodiment, similar to known gaming machines, the winning or losing lottery result is notified to the player by the combination of the decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, a group of decorative symbols 80g (left decorative symbol group 80gL, middle decorative symbol group 80gC, right decorative symbol group 80gR) including a plurality of types of decorative symbols 80 starts to vary, and finally one decorative symbol 80 is selected from each group of decorative symbols 80g and stops (hereinafter, when simply referred to as "stop", it means complete stop, excluding the so-called pseudo-stop state (appears to the player to have stopped but is slightly swaying, etc.)). When winning a big hit, the combination of the decorative symbols 80 (left decorative symbol 80L, middle decorative symbol 80C, right decorative symbol 80R) selected and stopped from each group of decorative symbols 80g is a predetermined winning combination (in this embodiment, three of the same type of decorative symbol 80). When it is a miss, it is a miss combination other than that (other than the combination for a big hit). In this embodiment, each type of decorative symbol 80 includes one of the numbers from "1" to "7". Decorative symbols 80 with the same number are "the same kind" of symbols (decorative symbols 80 with different numbers are "different kinds" of symbols).

[0018] 4) Game state, big hit In this embodiment, a normal game state and a special game state are set as game states for playing a game aiming at the jackpot lottery result being a jackpot (winning a privilege) (see Fig. 3(a)). The special game state is a game state more advantageous to the player than the normal game state. The normal game state is a low-probability game state with a low probability of winning the jackpot (about 1 / 319 in this embodiment), and is a low-base state (low probability and no time reduction) where it is difficult for a game ball to win in the start area 904. The special game state is a high-probability game state with a high probability of winning the jackpot (about 1 / 50 in this embodiment), and is a high-base state (high probability and time reduction available) where it is easy for a game ball to win in the start area 904. The normal game state is a state in which a game ball should be launched aiming at the first start area 904a. In this embodiment, it is a state in which so-called "left hitting" should be performed. Therefore, it can be said that the normal game state is a game state aiming at winning the jackpot through the first win / loss lottery. On the other hand, the special game state is a state in which a game ball should be launched aiming at the second start area 904b. In this embodiment, it is a state in which so-called "right hitting" should be performed. Therefore, it can be said that the special game state is a game state aiming at winning the jackpot through the second win / loss lottery. Since the special game state is a state in which it is easy to win the opening lottery of the second start area 904b triggered by a game ball entering the normal start area 905, a game ball can win in the second start area 904b relatively easily.

[0019] In this embodiment, as jackpots (privileges), a normal jackpot (normal privilege) and a special jackpot (special privilege) are provided. The normal jackpot is a jackpot that transitions to the normal game state after the jackpot game ends. The special jackpot is a jackpot that transitions to the special game state after the jackpot game ends. As will be described later, since the special game state is a game state advantageous to the player (high-probability state), the expected value of the profit (number of balls output) that the player can obtain is greater when winning the special jackpot than when winning the normal jackpot.

[0020] A jackpot obtained by winning the first win / loss lottery is either a normal jackpot or a special jackpot. A jackpot obtained by winning the second win / loss lottery is a special jackpot. Except for special cases such as winning a lottery based on the hold information stored in the storage means immediately after the transition of the game state (so-called lottery for remaining holds), since the normal game state is a game state aiming for winning the first win / loss lottery, the jackpot obtained in the normal game state is either a normal jackpot or a special jackpot. Since the special game state is a game state aiming for winning the second win / loss lottery, the jackpot obtained in the special game state is a special jackpot.

[0021] In addition, it may be configured such that causing a game ball to enter a predetermined area (V area) opened during the special jackpot game (V winning) is a condition for transitioning to the special game state after the end of the special jackpot game (so-called V probability variation machine).

[0022] The special game state ends when the win / loss lottery result fails for a predetermined number of consecutive times. When the special game state ends, it transitions to the normal game state. If a jackpot (special jackpot) is obtained before failing for a predetermined number of consecutive times after transitioning to the special game state, it will transition to the special game state again (the count of the predetermined number of times is reset). That is, the gaming machine 1 according to the present embodiment is a so-called ST machine in which winning the second win / loss lottery before failing for a predetermined number of consecutive times after transitioning to the special game state is the condition for consecutive wins. In the present embodiment, the above-mentioned predetermined number of times (ST number of times) = 72 times.

[0023] When the winning or losing lottery result is a big win, a big win game (bonus game) is executed. The big win game repeats one or more unit games in which the big winning area 906 (see FIG. 1; the big winning area 906 is normally closed) is opened until a predetermined closing condition is satisfied. The closing condition is satisfied when either one of a condition that a predetermined number (for example, 10) of game balls win after the big winning area 906 is opened (winning condition) and a condition that a predetermined time elapses after the big winning area 906 is opened (time condition) is satisfied. In the present embodiment, if game balls are continuously launched toward the big winning area 906 in the big win game, the winning condition is satisfied before the time condition is satisfied. That is, 10 game balls win in the big winning area 906 in one unit game. The unit game is also referred to as a round (game) or the like. In the present embodiment, the big win (normal big win or special big win) obtained through the first winning or losing lottery is a 3-round big win, and the big win (special big win) obtained through the second winning or losing lottery is a 10-round big win (see FIG. 3(b)).

[0024] 5) Hereinafter, functions and performable effects and the like provided in the gaming machine 1 according to the present embodiment will be described in detail although some overlap with the above description. Note that only some of the functions and effects and the like described below may be an executable configuration.

[0025] 5-1) Launch mode notification function The game area 902 through which the game balls flow down is roughly divided into a first game area 902a and a second game area 902b (see FIG. 1). The first game area 902a is an area including the left side of the display area 911, and the second game area 902b is an area including the right side of the display area 911. The first game area 902a is an area where game balls flow down when so-called "left shooting" is performed, and the second game area 902b is an area where game balls flow down when so-called "right shooting" is performed. Although the game balls that enter the first game area 902a may enter the first starting area 904a, they have no possibility of entering the second starting area 904b, and the game balls that enter the second game area 902b may enter the second starting area 904b, but they have no possibility of entering the first starting area 904a.

[0026] When the game state in which the game ball should be launched (should be "hit to the left") toward the first start area 904a is defined as the first launch state, and the game state in which the game ball should be launched (should be "hit to the right") toward the second start area 904b is defined as the second launch state, it can be said that the normal game state is the first launch state and the special game state is the second launch state. Also, it can be said that it is in the second launch state during the jackpot game state (special privilege game state) including the unit game in which the big winning area 906 is opened.

[0027] When shifting from the second launch state to the first launch state, notification (hereinafter referred to as the first launch notification) is executed to indicate to the player that the game ball should be launched toward the first game area 902a. In the present embodiment, an instruction image (hereinafter, since it indicates that the game ball should be aimed at the first game area 902a, it is referred to as the first instruction image 11 with "first" attached) indicating that the game ball should be launched aiming at the first game area 902a is displayed on the display area 911. Since the first game area 902a is on the left side of the game area 902 and is an area aimed at by so-called hitting to the left, the first instruction image 11 includes at least one of graphic elements and character elements representing things such as "left side" and "hitting to the left". The first instruction image 11 in the present embodiment includes an "arrow indicating the left side" as a graphic element and the character "hitting to the left" as a character element (see FIGS. 4(c) and 5(f)).

[0028] The first launch notification may have a different notification mode each time. In the present embodiment, there may be a case where the first launch notification of notification mode A is made, or there may be a case where the first launch notification of notification mode B (a mode different from notification mode A) is made. Notification mode A is such that the first instruction image 11A is displayed in the display area 911 (the letters "A" and "B" are merely attached to indicate that they are different and have no particular meaning) (see Fig. 4(c)). Notification mode B is such that the first instruction image 11B is displayed in the display area 911 (see Fig. 5(f)). The first instruction image 11A and the first instruction image 11B are common in that they indicate that the game ball should be launched aiming at the first game area 902a, but their modes are different (not completely identical). In the present embodiment, the first instruction image 11A is smaller than the first instruction image 11B. Therefore, it can be said that the first instruction image 11A is a "less conspicuous" image than the first instruction image 11B, and it can be said that it is more "emphasized" to the player that the first game area 902a should be aimed at when the first instruction image 11B is displayed than when the first instruction image 11A is displayed. In the present embodiment, since the first instruction image 11A is displayed on the outer edge side of the display area 911 and the first instruction image 11B is displayed on the central side of the display area 911, it can also be said that the first instruction image 11A is a "less conspicuous" image than the first instruction image 11B in this regard.

[0029] The condition for transitioning from the second firing state to the first firing state is defined as the first transition condition. There are multiple conditions (patterns) for transitioning from the second firing state to the first firing state. In this embodiment, there are patterns for transitioning to the normal game state upon the end of a normal jackpot game (normal special feature game) (see Fig. 4), and patterns for transitioning to the normal game state upon the end of a special game state (ST) (see Fig. 5). The establishment of the first transition condition due to the end of a normal jackpot game is regarded as the establishment of condition A, and the establishment of the first transition condition due to the end of a special game state is regarded as the establishment of condition B. When transitioning to the first firing state (normal game state) triggered by the establishment of condition A, the first firing notification is in notification mode A (display of the first instruction image 11A) (see Fig. 4(c)). When transitioning to the first firing state (normal game state) triggered by the establishment of condition B, the first firing notification is in notification mode B (display of the first instruction image 11B) (see Fig. 5(f)). Put simply, if a jackpot is won in the normal game state (see Fig. 5(a)) and then the special game state is entered even once (see Fig. 5(c)(d)), when first returning from the second firing state to the first firing state (normal game state), the first firing notification is in notification mode B (display of the first instruction image 11B) (see Fig. 5(f)). However, if a jackpot is won in the normal game state (see Fig. 4(a)) and then returns from the second firing state to the first firing state (normal game state) without entering the special game state even once (see Fig. 4(b)), the first firing notification is in notification mode A (display of the first instruction image 11A) (see Fig. 4(c)).

[0030] Note that in the case of transitioning from the second firing state to the first firing state (normal game state) triggered by the establishment of condition B, the first firing notification in notification mode B may be made immediately upon transitioning to the first firing state (normal game state), or after the win / loss lottery results corresponding to all of the second win / loss lottery information (loss) are notified (after all of the special figure 2 holds are "consumed"), the first firing notification in notification mode B may be made.

[0031] The reason for this configuration is as follows. The pattern of transitioning to the first firing state with the establishment of condition A as a trigger is that a normal jackpot is won in the normal game state (see FIG. 4(a)), and the normal jackpot game (see FIG. 4(b)) ends and the game immediately returns to the normal game state (see FIG. 4(c)). In other words, even if a jackpot (hereinafter sometimes referred to as a "first win") is won in the normal game state, the game immediately returns to the normal game state without transitioning to the special game state, which is a disappointing event for the player. In particular, in this embodiment, the normal jackpot game is a three-round jackpot (not the maximum number of rounds (10 rounds)), and the number of balls that can be won is not large. If the first firing notification (left hit notification) is made in such a situation, a depressed player may become irritated. Therefore, the first firing notification (left shot notification) is performed, but the notification mode is set to a relatively inconspicuous notification mode A (less noticeable than notification mode B) to reduce the possibility of the player becoming irritated. On the other hand, in the pattern in which the first firing state is transitioned to by the establishment of condition B, the state transitions to a special game state (the most advantageous game state) that is advantageous to the player once after the first win (see Figs. 5(a)(b)) (the state transitions to the special game state and then returns to the normal game state) (see Figs. 5(c)-(e)), so the first firing notification is set to a relatively inconspicuous notification mode B (see Fig. 5(f)).

[0032] The following describes specific examples of improvements, specific embodiments, modifications, etc., of the above-mentioned firing mode notification function. Note that, to the extent possible, a configuration may be adopted in which a plurality of techniques described using the following specific examples are combined and applied.

[0033] 〇Specific example 1-1 In the above embodiment, the first indication image 11A displayed as the notification mode A is smaller than the first indication image 11B displayed as the notification mode B, and therefore the notification mode A is less noticeable than the notification mode B. As a method for making the notification mode A less noticeable than the notification mode B, the following method can be considered.

[0034] For example, the first instruction image 11A displayed as notification mode A includes either a graphic element (e.g., an arrow pointing to the left) or a character element (e.g., the character "left punch") (see Fig. 6(a-1) (showing an example including a graphic element)), while the first instruction image 11B displayed as notification mode B includes both a graphic element and a character element (see Fig. 6(a-2)). That is, since notification mode A includes only one of the graphic element and the character element, it is a less conspicuous mode (compared to notification mode B).

[0035] Also, it can be considered that notification mode A is a notification by either the image displayed in the display area 911 or the sound output from the speaker 65, while notification mode B is a notification by both the image displayed in the display area 911 and the sound output from the speaker 65. That is, notification mode B outputs both the first instruction image 11 indicating that the first game area 902a should be targeted and the first instruction voice (e.g., the voice of "please punch left") indicating that the first game area 902a should be targeted (see Fig. 6(b-2)), while notification mode A outputs only one of the first instruction image 11 and the first instruction voice and does not output the other (see Fig. 6(b-1) (showing an example where the first instruction image 11 is not displayed and the first instruction voice is output)).

[0036] 〇Specific Example 1-2 In the above embodiment, it was explained that when returning to the normal game state after once transitioning to the special game state after a jackpot, the first launch notification is set to notification mode B (when condition B is satisfied). However, a configuration is adopted in which it may be set to notification mode A even when transitioning to the special game state.

[0037] For example, if a jackpot (a 10-round special jackpot with the specifications as in the above embodiment) is won even once in the special game state, when returning to the normal game state thereafter, the first launch notification of notification mode B is made (assuming the fulfillment of condition B) (see FIGS. 7(a), (b-2), and (c-2)). However, if a jackpot cannot be won even once despite transitioning to the special game state (if "continuous winning" does not occur), when returning to the normal game state, the first launch notification of notification mode A is made (assuming the fulfillment of condition A) (see FIGS. 7(a), (b-1), and (c-1)). Since it can be said that returning to the normal game state without winning a jackpot even once in the special game state despite the transition is an unfortunate event for the player without enjoying the benefits of the transition to the special game state, in such a case, the first launch notification of notification mode A, which is relatively inconspicuous, is made.

[0038] 〇Specific Examples 1-3 Assume that a plurality of normal jackpots (normal bonuses) are provided as jackpots that can be obtained through the first win / loss lottery in the normal gaming state (jackpots that can be obtained as the first win). In such a case, if the player wins one or more than one of the normal jackpots with relatively low benefits among the plurality of normal jackpots, when returning to the normal gaming state after the jackpot game ends, the first launch notification of notification mode A is made (condition A is considered to be satisfied). However, if the player wins one or more than one of the normal jackpots with relatively high benefits, when returning to the normal gaming state after the jackpot game ends, the first launch notification of notification mode B is made (condition B is considered to be satisfied). That is, even when returning to the normal gaming state without transitioning to the special gaming state, if the benefit obtained from the acquired jackpot is less than the predetermined threshold, the first launch notification of notification mode A is made, but if it is equal to or more than the predetermined threshold, the first launch notification of notification mode B is made. For example, assume that a 3-round normal jackpot and a 10-round normal jackpot are provided as normal jackpots that can be obtained in the normal gaming state (see Fig. 8(a)). When the 3-round normal jackpot is obtained and the player returns to the normal gaming state after the jackpot game ends, the first launch notification of notification mode A is made (condition A is considered to be satisfied) (see Fig. 8(b-1)). However, when the 10-round normal jackpot is obtained and the player returns to the normal gaming state after the jackpot game ends, the first launch notification of notification mode B is made (condition B is considered to be satisfied) (see Fig. 8(b-2)).

[0039] In this way, since the jackpot obtained as the first win in the normal gaming state is a normal jackpot (normal bonus), and even if returning to the normal gaming state without transitioning to the special gaming state, if a certain amount of benefit (benefit equal to or more than the predetermined threshold) is obtained from the said jackpot, the first launch notification of notification mode B may be made on the assumption that the player's disappointment is not so great.

[0040] Note that, unlike the above example, even if any of multiple types of normal jackpots is won, when returning to the normal game state after the jackpot game ends, the first launch notification of notification mode A may be made. That is, regardless of the amount of profit obtained in a normal jackpot that is the first win, when returning to the normal game state without transitioning to the special game state, it is conceivable to make the first launch notification in a relatively inconspicuous manner.

[0041] 〇Specific Examples 1-4 Assume that multiple types of special game states are provided as special game states more advantageous than the normal game state. For example, assume that there is a first special game state that has a higher jackpot probability than the normal game state and is in a high base state (a "high probability·time shortening available" state), and a second special game state that has the same jackpot probability as the normal game state but is in a high base state (a "low probability·time shortening available" state). Both the first special game state and the second special game state are game states that end by losing continuously a predetermined number of times (the predetermined number of times of the first special game state and the second special game state may be different). And, as the jackpots that can be obtained through the first win / loss lottery in the normal game state (the jackpots that can be obtained as the first win), assume that there is a first special jackpot that transitions to the first special game state after the jackpot game ends, and a second special jackpot that transitions to the second special game state after the jackpot game ends (see Fig. 9(a-1)). Note that both the first special game state and the second special game state aim to win a jackpot through the second win / loss lottery, and assume that at least a part of the jackpot obtained through the second win / loss lottery is the first special jackpot (see Fig. 9(a-2) (showing an example where the probability of being the second special jackpot is 100%)). That is, assume that it is possible to transition to the first special game state by winning a jackpot in the second special game state.

[0042] On the premise of such a configuration, when, after the first hit, the game shifts to the first special game state even once and then returns to the normal game state, the first launch notification in notification mode B is made (condition B is considered to be satisfied) (see Fig. 9(b-2)). However, when the game returns to the normal game state without ever shifting to the first special game state, the first launch notification in notification mode A is made (condition A is considered to be satisfied) (see Fig. 9(b-1)). That is, after the first hit, if the game shifts to the second special game state but does not shift to the first special game state, since it did not shift to the first special game state which is the high-probability state, a less conspicuous first launch notification is made to reduce the possibility that the player will become impatient.

[0043] Note that, unlike the above example, when, after the first hit, the game returns to the normal game state after shifting to either the first special game state or the second special game state, the first launch notification in notification mode B may be made (condition B is considered to be satisfied) (when returning to the normal game state without shifting to either the first special game state or the second special game state, the first launch notification in notification mode A is made).

[0044] 〇Specific Examples 1-5 Regarding the second emission notification for notifying the player that the game ball should be launched toward the second game area 902b (i.e., "right hitting"), a configuration may be provided with a plurality of types of notification modes. Let condition X and condition Y be possible to be satisfied as the second transition conditions (patterns) for transitioning from the first emission state to the second emission state. When transitioning to the second emission state after condition X is satisfied, the second emission notification of notification mode X (see Fig. 10(a)) is made, and when transitioning to the second emission state after condition Y is satisfied, the second emission notification of notification mode Y (different from notification mode X) (see Fig. 10(b)) is made (the letters "X" and "Y" are merely attached to indicate that they are different and do not have any meaning). And the second emission notification of notification mode X is made to be less conspicuous than the second emission notification of notification mode Y. For example, the second emission notification is such that the second instruction image 12 is displayed in the display area 911, but the second instruction image 12X displayed as notification mode X is made smaller than the second instruction image 12Y displayed as notification mode Y.

[0045] Although various examples of condition X and condition Y can be considered, it is sufficient that the satisfaction of condition Y is a more pleasing event for the player than the satisfaction of condition X. As an example, in the case of having the specifications as described in the above embodiment, when in the normal game state, winning the normal jackpot (normal privilege) and transitioning to the normal jackpot game state (second emission state) (see Fig. 10(a)) is considered as the transition due to the satisfaction of condition X, and winning the special jackpot (special privilege) and transitioning to the special jackpot game state (second emission state) (see Fig. 10(b)) is considered as the transition due to the satisfaction of condition Y. Since winning the normal jackpot is a regrettable event for the player in that they did not win the special jackpot, in the normal jackpot game, a "right hitting" instruction in a relatively inconspicuous manner is issued to reduce the possibility of the player getting impatient.

[0046] 5-2) Connection curve function The gaming machine according to this embodiment is provided with a BGM selection function that allows a player to arbitrarily select BGM (background music) output from the speaker 65 during a variable effect from among a plurality of candidate songs (hereinafter referred to as candidate songs). In this embodiment, it is possible to select the BGM output during a variable state in the normal gaming state, but it may also be configured to be able to select the BGM output during a variable state in the special gaming state, or it may be configured to be able to select the BGM regardless of the gaming state.

[0047] As long as the player's selection (action) is reflected, the BGM selection method (switching method) can be any kind. In this embodiment, it is configured such that the BGM can be changed by operating the left and right of the cross key 62, which is a type of operation means that can be operated by the player during a variable state, during the variable state (see Fig. 11(a)). Also, it may be configured to be able to switch in the same way even when it is not in a variable state. In this embodiment, a selection image 20 that assists in the BGM selection operation is displayed in the display area 911. The selection image 20 also functions as representing the song name currently being output as the BGM (see Fig. 11(a)). When a predetermined prohibited condition (such as a predetermined effect being executed) is not satisfied, the selection image 20 (the song name currently being output as the BGM) is in a displayed state.

[0048] In this embodiment, five types of candidate songs are provided: Song A, Song B, Song C, Song D, and a connecting song (medley) (in each figure, they are represented as "Song A", "Song B", "Song C", "Song D", and "Medley", but it is preferable that "Song A" to "Song D" actually represent titles, etc.) (see Fig. 11(a)). Songs A to D are each a piece of music as a different work. The connecting song is a piece of music in which two or more pieces of music (hereinafter referred to as component songs) are continuously output. The connecting song in this embodiment is composed of Songs A to D as component songs (see Fig. 11(b)). That is, a song that can be selected as a candidate song and used as a component song can be selected as a connecting song. Note that all of the songs may be used as component songs, or a part of the songs may be used as component songs (for example, only the "chorus" parts of Songs A to D may be used as the component songs of the connecting song). In the following description, Songs A to D as the component songs of the connecting song are referred to as Component Song A to Component Song D (Songs A to D as candidate songs are still referred to as Songs A to D).

[0049] In the connecting song, the order in which the component songs are output (hereinafter referred to as the specified order) is determined. In this embodiment, they are output in the order of Component Song A → Component Song B → Component Song C → Component Song D → Component Song A → Component Song B ···. That is, if the state where the connecting song is selected as the BGM is continuously maintained, the output in the order of Component Song A → Component Song B → Component Song C → Component Song D will continue to cycle (since the specified order is a "circular" order, the next order after Component Song D is Component Song A).

[0050] However, in the connection music, the type of the component music that becomes the opening music can change (see Fig. 11(b)). If the types of the component music that become the opening music are different, it means that there are four output formats for the connection music in this embodiment. As described above, the switching of the BGM is performed by operating the cross keys 62 (operation means), and when the connection music is selected by this operation, the connection music is output as the BGM. That is, it can be said that selecting the "connection music" by operating the operation means is the start condition for the connection music to be output as the BGM. After the start condition is satisfied, the first output component music is set as the opening music. In this embodiment, the type of the component music that is set as the opening music changes along the specified order. Specifically, it is as follows.

[0051] In the music reset state after the music reset condition is satisfied (the state where the connection music has never been selected as the BGM after the music reset condition is satisfied), the component music A is set as the opening music (the component music A is the default opening music). Specifically, when the connection music is first selected as the BGM after the music reset state (that is, the start condition of the connection music is satisfied), the output of the connection music starts from the component music A (see Fig. 11(b-1) and Fig. 12(a)). If the state where the connection music is continuously selected continues, the component music is output in the specified order such as component music A → component music B → component music C → component music B → component music A... (see Fig. 11(b-1)). In this embodiment, it is stipulated that the power of the gaming machine being turned OFF is the satisfaction of the music reset condition. Therefore, normally, when the connection music is first selected after the game store opens, the output of the connection music starts from the component music A.

[0052] When the state changes from the state where the connecting music is selected to the state where another candidate music is selected, naturally, the state where the connecting music is output ends. In this embodiment, one of Music A to Music D as candidate music is output as BGM (see Fig. 12(b)). Suppose that Music A is selected and the selection state continues as it is. Then, Music A will be repeatedly output. Also, in the state where Music B to Music D are selected, if the state where each music is selected continues, the selected music will be repeatedly output.

[0053] If the state changes again to the state where the connecting music is selected (that is, the start condition of the connecting music is satisfied) from the state where one of Music A to Music D is selected (the state where the connecting music is not selected), the output of the connecting music starts from the constituent music B (see Fig. 11(b-2) and Fig. 12(c)). That is, since the opening music was the constituent music A when the previous start condition was satisfied, the opening music when the next start condition (the subsequent start condition) is satisfied is the constituent music B in the next order in the specified order. If the state where the connecting music is selected continues as it is, the constituent music will be output in the specified order such as constituent music B → constituent music C → constituent music D → constituent music A → constituent music B... (see Fig. 11(b-2)).

[0054] And, if any one of songs A to D is selected again (the connection song is not selected) (see Fig. 12(d)), and when the connection song is selected again (i.e., the start condition of the connection song is satisfied), the configured song C, which is the next in order after the configured song B in the specified order, is used as the opening song and the output of the connection song is started (see Fig. 11(b-3), Fig. 12(e)). If the state where the connection song is selected continues as it is, the configured songs are output in the specified order such as configured song C → configured song D → configured song A → configured song B → configured song C... (see Fig. 11(b-3)). Further, after that, if any one of songs A to D is selected again (the connection song is not selected) (see Fig. 13(a)), and when the connection song is selected again (i.e., the start condition of the connection song is satisfied), the configured song D, which is the next in order after the configured song C in the specified order, is used as the opening song and the output of the connection song is started (see Fig. 11(b-4), Fig. 13(b)). If the state where the connection song is selected continues as it is, the configured songs are output in the specified order such as configured song D → configured song A → configured song B → configured song C → configured song D... (see Fig. 11(b-4)). Further, after that, if any one of songs A to D is selected again (the connection song is not selected) (see Fig. 13(c)), and when the connection song is selected again (i.e., the start condition of the connection song is satisfied), the configured song A, which is the next in order after the configured song D in the specified order, is used as the opening song and the output of the connection song will be started (see Fig. 11(b-1), Fig. 13(d)).

[0055] Thus, in this embodiment, the type of the configured song that becomes the opening song of the connection song can change. Since there are presumably some players who want to listen to their favorite song first even if the connection song is selected as the BGM, making the opening song of the connection song changeable as in this embodiment contributes to improving the satisfaction of the players.

[0056] Note that, in this embodiment, since all types of configured songs (configured song A to configured song D) can become the opening song, the number of output formats (patterns) of the connection song is the same as the number of types of configured songs.

[0057] Also, in this embodiment, even if the opening music of the connecting piece changes, the constituent pieces A to D are still output in the specified order (the next of constituent piece A is constituent piece B, the next of constituent piece B is constituent piece C, the next of constituent piece C is constituent piece D, and the next of constituent piece D is constituent piece A, which does not change regardless of the type of constituent piece used as the opening music). Therefore, since it is not necessary to change the order of the constituent pieces even if the opening music of the connecting piece changes, the control is easy.

[0058] Also, in this embodiment, every time a selection operation to select the connecting piece is performed from a state where pieces other than the connecting piece (pieces A to D) are selected, the type of the constituent piece used as the opening music changes. That is, the selection operation of the connecting piece also functions as an operation for changing the type of the constituent piece used as the opening music. By doing so, there is an advantage that it is not necessary to separately prepare a special operation for changing the type of the constituent piece used as the opening music.

[0059] Note that in this embodiment, the constituent pieces (pieces A to D) of the connecting piece are pieces that can be selected individually as candidate pieces, but the constituent pieces of the connecting piece may include pieces that cannot be selected individually as candidate pieces.

[0060] Hereinafter, specific examples in which the matters related to the above connecting piece function are improved, embodied, deformed, etc. will be described. Note that, as much as possible, a configuration in which the techniques described using the following specific examples are combined and applied may also be used.

[0061] 〇Specific Example 2-1 In the above-described embodiment, it has been explained that the component music pieces are output in a prescribed order regardless of the type of the component music piece that is the opening music piece. However, it is assumed that the setting is not such that the component music pieces are output in such a prescribed order. For example, it is assumed that a priority order is defined for the component music pieces, and after the opening music piece, the component music pieces are output in the priority order. If the priority order is set as Component Music Piece A > Component Music Piece B > Component Music Piece C > Component Music Piece D, the connecting music pieces can be output in a format as shown in FIG. 14. Even in this case, the first music piece can be the connecting music piece that the player likes.

[0062] However, it is advantageous in terms of easy control to adopt a configuration in which even if the opening music piece changes as in the above-described embodiment, the component music pieces A to D are still output in a prescribed order.

[0063] 〇Specific Example 2-2 The type of the component music piece that is the opening music piece is configured to be arbitrarily selectable by the player. That is, as a kind of customization function, a function (a function capable of changing the type of the component music piece that is the opening music piece according to the player's selection) in which the player can arbitrarily select the type of the component music piece that is the opening music piece is provided. The method of the selection may be any method. For example, by operating the operation means (push button 61 and cross key 62) in the standby state, one of a plurality of types of component music pieces can be selected as the opening music piece (see FIG. 15(a)).

[0064] When the function of this example is used, when the state changes from a state in which any one of Music Pieces A to D is selected (the connecting music piece is not selected) to a state in which the connecting music piece is selected (the start condition is satisfied), the output always starts from the component music piece selected by the player himself / herself, which contributes to improving the convenience for the player.

[0065] 〇Specific Example 2-3 The configuration is such that the player can arbitrarily determine the order in which the composed music is output. That is, not only the opening music but also the output order after the opening music can be arbitrarily determined by the player (such a configuration with a customization function is provided). The method of such determination may be any kind. For example, by operating the operation means (push button 61 and cross key 62) in the standby state, the player can arbitrarily determine the output order of the composed music (see Fig. 15(b)).

[0066] When the function of this example is used, when a connection music is selected, the composed music is always output in the output order determined by the player himself, which contributes to improving the convenience of the player.

[0067] 〇Specific Example 2-4 It may be possible to increase or decrease the number of composed music incorporated into the connection music. That is, it may be a configuration in which music that can be incorporated as the composed music of the connection music is prepared in advance, and a connection music incorporating only a part of this as the composed music can be created. For example, if four types of music, Music A to Music D, are prepared as music that can be incorporated as the composed music as in the above embodiment, a connection music that outputs Composed Music A, Composed Music B, and Composed Music D can also be used (even if the connection music is selected, Music C is not output). By doing so, the player can create a connection music that includes only the composed music of his preference.

[0068] In addition, when adopting the method of this example, as described in the above Specific Example 2-3, it is preferable to be able to arbitrarily determine the order in which the composed music is output. That is, while extracting only a part of the music that can be incorporated as the composed music of the connection music, it is preferable to be able to arbitrarily determine its output order.

[0069] 〇Specific Example 2-5 As a condition for the execution of the song reset, it is set that a predetermined time has elapsed after the state where the in-play performance is not being executed (non-varying state). If it is set that the display of a predetermined standby video starts upon the elapse of the predetermined time after entering the non-varying state, then the start of the display of the standby video also means the fulfillment of the song reset condition. When the predetermined time has elapsed after entering the non-varying state, since there is a possibility that the player who was playing the game until then has changed, assuming that the song reset condition is fulfilled, when the subsequent connected song is selected, the opening song is set to the configured song A (configured song A is the default opening song), and the output of the connected song is started.

[0070] 〇Specific Example 2-6 In the above-described embodiment, the provision of the song reset condition has been explained. However, a configuration may also be adopted in which such a song reset condition is not provided. A storage means (non-volatile memory) for storing the type of the configured song that is set as the opening song when the previous start condition is fulfilled is provided, and when the next start condition (subsequent start condition) is fulfilled, the next type of configured song in the specified order is set as the opening song, so that this is repeated continuously (even when the power is turned off).

[0071] 〇Specific Example 2-7 As in the above-described embodiment, when the configured songs (Song A to Song D) of the connected song are also songs that can be selected individually as candidate songs, depending on the extent to which these songs are output individually, a configuration is adopted in which the opening song when the connected song is output is automatically determined. For example, after the song reset condition is fulfilled, among Song A to Song D, the song that has been selected most frequently as the BGM to be output individually is automatically set as the opening song. When the player selects a connected song, if the number of times of selection of Song C is the highest at that time, the configured song C is set as the opening song, and the output of the connected song is started. It is also conceivable to use an index different from the number of selections. For example, it is also conceivable to adopt a configuration in which, among Song A to Song D, the song with the longest output time is automatically set as the opening song.

[0072] When configured as in this example, when a player selects a connecting piece of music, a constituent piece of music with a high probability of being to the player's taste is automatically set as the opening piece of music according to the selection status of the candidate pieces of music (excluding the connecting piece of music) up to that point, and the output of the connecting piece of music is started.

[0073] 〇Specific Example 2-8 It is assumed that an effect may occur to indicate to the player that the type of constituent piece of music that becomes the opening piece of music changes each time a selection operation for selecting a connecting piece of music is performed. For example, it is assumed that an effect may occur in which a display such as 'The opening piece of music changes each time "Medley" is selected' is made. By doing so, it is possible to reduce the number of players who are unaware of the function of changing the type of constituent piece of music that becomes the opening piece of music.

[0074] 5-3) Customization Synergistic Effect The gaming machine according to this embodiment is provided with a customization function. The customization function is a function of changing the occurrence probability of an effect that may occur as constituting an in-play effect. The customization function in this embodiment is applied to the normal gaming state, but may be applied to a special gaming state or may be applied regardless of the gaming state. Hereinafter, the effect that is the target of various customizations is referred to as the target effect. The target effect is any one of a plurality of types of suggestive effects. The suggestive effect is one that suggests the probability (reliability) that a certain win / loss lottery result (hereinafter, may also be referred to as the target win / loss lottery result) is a big win. Changing the occurrence probability also means changing the reliability. A certain type of customization (in this embodiment, 'foresight customization' described later) presents the player with the high or low reliability when the target effect occurs as an option (as a result of having the player select the high or low reliability, the occurrence probability of the target effect changes). Note that when a certain type of customization is used, the occurrence probability of the target effect for that certain type of customization changes, but the occurrence probabilities of suggestive effects other than the target effect do not change.

[0075] In this embodiment, a plurality of types of customizations are provided. Each type of customization has a different "combination of a target performance and a suggestive performance that is the target performance". Note that, for the "combination of a target performance and a suggestive performance that is the target performance" to be different, even if some of the suggestive performances that are the target performance are the same, the others are different (for one customization, it is a target performance, but for the other customization, there is a suggestive performance that is not a target performance). That is, anything other than a so-called "exact match" is considered to have a different "combination of a target performance and a suggestive performance that is the target performance".

[0076] The customization function in the gaming machine according to this embodiment exhibits a customization synergistic effect. Hereinafter, the customization synergistic effect (and the configuration for exhibiting such an effect) will be described. The customization synergistic effect is exhibited on the premise of the existence of a certain type of customization (referred to as the first customization) and a different type of customization (referred to as the second customization). The first customization has a suggestive performance having a first attribute as the target performance, and the second customization has a suggestive performance having a second attribute as the target performance. As will be described later, the first customization and the second customization do not have a matching combination of the suggestive performances that are the target performance, but include the same suggestive performance among the suggestive performances that are the target performance. That is, as a suggestive performance, one having a first attribute and a second attribute (hereinafter referred to as a specific suggestive performance) is provided, and the specific suggestive performance is the target performance of the first customization and also the target performance of the second customization.

[0077] Hereinafter, as an example of the first customization, "winning-time performance customization" will be given, and as an example of the second customization, "preview customization" will be given, and the customization synergistic effect will be described. Note that the method of setting the customization by the player may be any method (a known method can be used). In the present embodiment, the customization can be set both during standby (non-varying) and during variation. For example, as shown in FIG. 17(a), it can be easily set by operating operation means such as the push button 61 and the cross key 62.

[0078] The suggestive performance (target performance) targeted by "winning-time performance customization" (see FIG. 17(a-2)) is the "winning-time performance". The winning-time performance is a performance that can occur when the game ball enters the first start area 904a and new pre-variation hold information is acquired (see FIG. 16). From the perspective of the player, it is a performance that can occur while the new pre-variation hold symbol 72 is displayed. The winning-time performance takes the win / loss lottery result corresponding to the newly displayed pre-variation hold symbol 72 as the target win / loss lottery result. Since the winning-time performance occurs before the variation (target variation) regarding the target win / loss lottery result starts (in a state where a previous variation before the target variation has been executed), it can be said that the winning-time performance is a kind of so-called preview performance. The specific form of the winning-time performance may be any form, but it is preferably a performance that is not reflected in the image displayed in the display area 911. The timing when the game ball enters the first start area 904a (new pre-variation hold information is acquired) is indefinite (unpredictable), and in order not to interfere with the variation performance (image) being executed in the display area 911, it is preferable that a performance not reflected in the image displayed in the display area 911 occurs as the winning-time performance. In the present embodiment, the output of a predetermined performance sound (a dedicated sound that only occurs during the winning-time performance) from the speaker 65 (see FIG. 16(b)) occurs as the winning-time performance.

[0079] The suggestive effects (target effects) subject to "pre-reading customization" (see Fig. 17(a-3)) are all pre-reading effects in general. The pre-reading effect is one that suggests that the probability of a certain win / loss lottery result (target win / loss lottery result) becoming a big win has increased, by a change (previous change) prior to the change (target change) in the target win / loss lottery result (the pre-reading effect itself is publicly known). As suggestive effects (target effects) subject to "pre-reading customization", multiple types of pre-reading effects can occur. For example, a "holding change effect" in which the state of the holding symbol 72 before the change is made different from the normal (usual) state, a "chance combination effect" in which a combination of decorative symbols 80 that notify a win / loss lottery result (a miss) corresponding to the previous change is set as a specific combination (so-called chance position), and a "pre-reading image effect" in which a predetermined pre-reading image is displayed can be executed. In addition to this, since the above-mentioned "winning effect" is also a type of pre-reading effect, it falls under the suggestive effects (target effects) subject to "pre-reading customization".

[0080] The "winning effect" is a suggestive effect that is the target of "winning effect customization" and is also a suggestive effect that is the target of "pre-reading customization". As described above, the first customization targets suggestive effects having the first attribute, and the second customization targets suggestive effects having the second attribute. In this case, the winning effect corresponds to a specific suggestive effect having the first attribute and the second attribute.

[0081] For each type of customization, two or more settings (settings related to the target effect) that can be selected by the player are provided. That is, the said "settings" are options for the player. One of the two or more settings provided for each type of customization is the initial setting (default). The initial setting in each type of customization can be said to be the basic (reference) setting. When a predetermined reset condition is satisfied, each type of customization is automatically set to the initial setting. In this embodiment, it is set to the initial setting when the power of the gaming machine is turned off / on. Since the said initial setting is also one of the settings that can be selected by the player, the player himself / herself can also return to the initial setting.

[0082] The winning performance customization (first customization) enables the player to select whether the winning performance, which is the target performance, can occur (ON setting) or cannot occur (OFF setting) (see Fig. 17(a-2)). Briefly speaking, the winning performance customization is an “ON / OFF customization” that can switch whether the target performance occurs or not. In this embodiment, since “none” (OFF setting) is the initial setting, the winning performance does not occur with the initial setting (the winning performance does not occur unless “ON” (ON setting) is selected).

[0083] The preview customization (second customization) enables the player to select any one of two or more relative settings in which the occurrence probabilities of various preview performances, which are the target performances, are relatively different. That is, it enables the player to select any one of the settings in which the occurrence probabilities of the preview performances are relatively different. Briefly speaking, the preview customization is a “relative probability customization” that, on the premise that the target performance occurs, enables the player to select any one of a plurality of settings in which the occurrence probabilities of the target performance are relatively different. In this embodiment, three selectable relative settings, “normal”, “chance”, and “hot”, are provided (none of the relative settings results in an occurrence probability of 0%) (see Fig. 17(a-3)). The reliability when the preview performance, which is the target performance, occurs is higher for “chance” than for “normal”, and higher for “hot” than for “chance”. A higher reliability means that it is less likely to occur. That is, the occurrence probability of the preview performance, which is the target performance, is lower for “chance” than for “normal”, and lower for “hot” than for “chance”. The relationship of the high or low of the reliability (occurrence probability) only needs to be satisfied for each type of preview performance, and it is allowed that there is no relationship of the high or low of the reliability (occurrence probability) when comparing different types of preview performances. The specific values of the reliability (occurrence probability) of various preview performances when each setting is selected may be any values.

[0084] The winning performance is a suggestive performance that is the target of winning performance customization and also a suggestive performance that is the target of preview customization. Therefore, the occurrence probability (reliability) of the winning performance is affected by both customizations (this effect is referred to as the "customization synergistic effect"). That is, the occurrence probability of the winning performance can change whether the setting of the first customization is changed or the setting of the second customization is changed.

[0085] In this embodiment, the relationship between the settings of the first customization and the second customization and the occurrence probability (reliability) of the winning performance (specific suggestive performance) is as shown in Fig. 17(b). (A) When the first customization is "none", the winning performance does not occur regardless of the setting of the second customization. That is, the occurrence probability is 0%. (B) When the first customization is "ON" and the second customization is "normal", the occurrence probability of the winning performance (occurrence probability per change) is about 1 / 100, and the reliability when it occurs is about 40%. (C) When the first customization is "ON" and the second customization is "chance", the occurrence probability of the winning performance (occurrence probability per change) is about 1 / 150, and the reliability when it occurs is about 60%. (D) When the first customization is "ON" and the second customization is "hot", the occurrence probability of the winning performance (occurrence probability per change) is about 1 / 250, and the reliability when it occurs is about 90%. (Note that the above reliability (occurrence probability) is only for the winning performance, and it should be noted that it is not the reliability (occurrence probability) of other preview performances.)

[0086] Since it is configured in this way, by changing the first customization while maintaining the second customization, the occurrence probability of the winning performance changes, and by changing the second customization while maintaining the first customization (while maintaining it as "ON"), the occurrence probability of the winning performance also changes. That is, the winning performance (specific suggestion performance) having the first attribute and the second attribute is affected by both the first customization with the suggestion performance of the first attribute as the target performance and the second customization with the suggestion performance of the second attribute as the target performance.

[0087] In this way, the gaming machine according to the present embodiment is interesting in that a specific suggestion performance (winning performance) that is affected by both the first customization and the second customization (the customization synergistic effect is manifested) is provided.

[0088] In particular, the specific suggestion performance (winning performance) in the present embodiment can select whether or not to occur (ON / OFF) by the first customization, and when it is set to occur (when set to ON), the level of the occurrence probability can be changed by the second customization.

[0089] Hereinafter, specific examples in which matters related to the above customization synergistic effect are improved, embodied, deformed, etc. will be described. Note that, as much as possible, a configuration in which techniques described using the following specific examples are combined and applied may also be used.

[0090] 〇Specific Example 3-1 Assume that both the first customization and the second customization can select any one of two or more relative settings. For example, the first customization targets the hold change performance, and the second customization targets a plurality of types of prediction performances. Since the hold change performance is also a prediction performance (one of a plurality of types of prediction performances), it is a performance (specific suggestion performance) having both the first attribute and the second attribute.

[0091] The first customization allows the selection of two relative settings: "Normal" and "Chance". The probability of the target performance occurring is lower when "Chance" is selected than when "Normal" is selected. The second customization allows the selection of three relative settings: "Normal", "Chance", and "Hot". The probability of the target performance occurring is lower when "Chance" is selected than when "Normal" is selected, and lower when "Hot" is selected than when "Chance" is selected (although not shown in the figure, the lower the probability of occurrence, the higher the reliability when it occurs).

[0092] Based on this, the relationship between the settings of the first customization and the second customization and the probability of occurrence of the specific suggestion performance (reserved change performance) is set as shown in, for example, Fig. 18. That is, (A) Both the first customization and the second customization are "Normal" (B) One of the first customization and the second customization is "Normal" and the other is "Chance" (C) Both the first customization and the second customization are "Chance" (D) The first customization is "Normal" and the second customization is "Hot" (E) The first customization is "Chance" and the second customization is "Hot" The probability of occurrence of the specific suggestion performance decreases (the reliability when it occurs increases) in this order. That is, both the first customization and the second customization affect the probability of occurrence of the specific suggestion performance (the reliability when it occurs). The law of the example shown in Fig. 18 is that the more "Chance" and "Hot" settings are combined for the first customization and the second customization, the lower the probability of occurrence, and the effect (degree of influence) of lowering the probability of occurrence is greater for "Hot" than for "Chance".

[0093] In the case of the above (B), that is (B-1) The first customization is "Normal" and the second customization is "Chance" and (B-2) The first customization is "Chance" and the second customization is "Normal" and It is preferable to make the occurrence probabilities of the target effects different (the reliabilities are different) (see Fig. 18). That is, even when the first customization setting and the second customization setting are simply reversed, the occurrence probabilities of the specific suggestion effects are made different. By doing so, it becomes possible to perform more detailed customization (setting of the occurrence probability).

[0094] In the example shown in Fig. 18 above, for the first customization, two relative settings are selectable, and for the second customization, three relative settings are selectable. However, the number of selectable relative settings can be increased or decreased as appropriate. The more the number of selectable relative settings increases, the more the number of levels that can be set for the occurrence probability (reliability) of the specific suggestion effect will increase.

[0095] 〇Specific Example 3-2 For customizations where two or more relative settings are selectable (the second customization in the above embodiment, and both the first customization and the second customization in Specific Example 3-1), in addition to the two or more relative settings, a setting (OFF setting) for preventing the target effect from occurring may be provided as a selectable setting.

[0096] 〇Specific Example 3-3 As a configuration in which three or more types of customizations are provided as customizations that affect the occurrence probability (reliability) of the specific suggestion effect, it is also possible. The more the types of such customizations increase, the more the number of levels that can be set for the occurrence probability (reliability) of the specific suggestion effect will increase.

[0097] 〇Specific Example 3-4 Examples of specific suggestion effects having a first attribute and a second attribute (first customization with the suggestion effect having the first attribute as the target effect, second customization with the suggestion effect having the second attribute as the target effect) may be, for example, the following as in the above embodiment and Specific Example 3-1.

[0098] The first customization is a customization targeting the hold change effect as the target effect (hold change customization), and the second customization is a customization that changes the reliability when a red effect image is displayed (red reliability up customization). Assuming that the color of the hold symbol 70 can turn red (i.e., "red hold" can be displayed) as the hold change effect, the effect where "red hold" is displayed is the target effect of the first customization (having the first attribute) and the target effect of the second customization (having the second attribute).

[0099] The first customization is a customization targeting the flash (V flash) that results in a jackpot determination when it occurs as the target effect, and the second customization is a customization that changes the occurrence probability of various premium effects (effects that result in a jackpot determination when they occur) (premium effect customization). The V flash is the target effect of the first customization (having the first attribute) and the target effect of the second customization (having the second attribute).

[0100] 〇Specific Example 3 - 5 Assume that an image (explanation image 30) indicating that the specific suggestion effect is affected by both the first customization and the second customization (i.e., it is the target of the customization synergistic effect) is displayed. By doing so, the number of players who are unaware of the existence of the specific suggestion effect (the existence of the customization synergistic effect) can be reduced.

[0101] For example, configure it so that an explanation image 30 such as "The ○○ effect is affected by both the ×× custom and the □□ custom" (the ○○ effect is the specific suggestion effect, and the ×× custom and the □□ custom refer to the first customization and the second customization) can be displayed (see Fig. 19(a)). The state in which the image can be displayed can be any. It can be displayed during fluctuations, during jackpot games, or during the standby state.

[0102] When setting one of the first customization and the second customization, it is conceivable that an explanatory image 30 showing that the specific suggestion effect is affected by the other customization is displayed. For example, in the case of the configuration as in the above embodiment, when setting the winning effect customization (first customization), an explanatory image 30 showing that the probability of occurrence of the winning effect (specific suggestion effect) changes by using the preview customization (second customization) is displayed (see Fig. 19(b)). By doing so, it becomes possible to notify the player that the specific suggestion effect is affected by both the first customization and the second customization when setting one of the first customization and the second customization.

[0103] 5-4) Symmetrical tilt mode In the gaming machine according to the present embodiment, the decorative pattern 80 can be displayed in a symmetrical tilt mode. Hereinafter, the tilt mode will be described in detail. Note that the decorative pattern 80 may be displayed in such a symmetrical tilt mode when a predetermined condition is satisfied. In the present embodiment, the production mode (an element that controls the basic mode of the variable production (also referred to as a stage or the like). If the production mode is different, the background image displayed as the background of the decorative pattern 80 is different.) When it is a specific mode, the decorative pattern 80 can be displayed in a symmetrical tilt mode. Unless otherwise specified, the following description of the "symmetrical tilt mode" (and the planar mode described later) assumes that the above predetermined conditions are satisfied. In the drawings other than the drawings for explaining the symmetrical tilt mode, the decorative pattern 80 is not shown as being displayed in the tilt mode (the decorative pattern 80 when the predetermined conditions are not satisfied is drawn).

[0104] In this embodiment, the left decorative pattern 80L (first decorative pattern) and the right decorative pattern 80R (second decorative pattern) are displayed in a symmetrically inclined manner (see Fig. 20(a)). The left decorative pattern 80L is displayed on the left edge (one edge) side of the display area 911. The right decorative pattern 80R is displayed on the right edge (the other edge, which is the opposite of one edge) side of the display area 911. The left decorative pattern 80L is displayed in a manner (inclined manner) that appears to the player to be inclined backward (toward the back side) as it moves away from the left edge (one edge) of the display area 911. The right decorative pattern 80R is displayed in a manner (inclined manner) that appears to the player to be inclined backward (toward the back side) as it moves away from the right edge (the other edge) of the display area 911. That is, the left decorative pattern 80L and the right decorative pattern 80R are displayed in a manner that appears to the player to be inclined backward (toward the back side) as they move away from both side edges in the width direction of the display area 911 and toward the center. Specifically, the left decorative pattern 80L and the right decorative pattern 80R are displayed as if they were three-dimensional objects. The left decorative pattern 80L is displayed such that its left side is visible but its right side is not, and the right decorative pattern 80R is displayed such that its right side is visible but its left side is not. If the same type of decorative pattern 80 (number) is displayed as the left decorative pattern 80L and the right decorative pattern 80R, they will be displayed in a line-symmetric manner with respect to a line extending in the vertical direction and equidistant from both decorative patterns 80 (a line passing through approximately the center in the width direction of the display area 911) as a reference (axis of symmetry). The state in which the left decorative pattern 80L and the right decorative pattern 80R are displayed in such an inclined manner is the symmetrically inclined manner.

[0105] In this embodiment, when a symbol combination for notifying the winning or losing lottery result is formed (at the time of variable stop), the left decorative pattern 80L and the right decorative pattern 80R are displayed in a symmetrically inclined manner (see Fig. 20(a-2)). Also, in this embodiment, not only at the time of variable stop but also during the variable display, the left decorative pattern 80L and the right decorative pattern 80R are displayed in a symmetrically inclined manner (see Fig. 20(a-1)). Note that the configuration may be such that they are displayed in the symmetrically inclined manner only when the winning or losing lottery result is a loss, or only when it is a big win.

[0106] The middle decorative symbol 80C (third decorative symbol), which is a symbol different from the left decorative symbol 80L (first decorative symbol) and the right decorative symbol 80R (second decorative symbol), is displayed in a planar aspect (see Fig. 20(a)). In this embodiment, the middle decorative symbol 80C is displayed in a planar aspect not only at the time of stopping the variation but also during the variation. The planar aspect is an aspect that appears to the player as being along the planar direction orthogonal to the front-back direction (i.e., the direction in which the display area 911 extends). As described above, the symmetric inclined aspect is a display aspect in which the left side surface of the left decorative symbol 80L and the right side surface of the right decorative symbol 80R are visible, while the planar aspect is a display aspect in which the portion corresponding to the side surface of the middle decorative symbol 80C is not visible. It can be said that the left decorative symbol 80L and the right decorative symbol 80R are displayed three-dimensionally (stereoscopically), while the middle decorative symbol 80C is displayed two-dimensionally (planarly).

[0107] Assuming (hypothetically) that when looking down from above at the symbol combination arranged in the order of the left decorative symbol 80L, the middle decorative symbol 80C, and the right decorative symbol 80R from left to right, it becomes an aspect (bird's-eye view image) as shown in Fig. 20(b). That is, the left decorative symbol 80L and the right decorative symbol 80R are inclined so as to face rearward from both sides in the width direction toward the inside, and the middle decorative symbol 80C is positioned along the plane (straight line) connecting the right end of the left decorative symbol 80L and the left end of the right decorative symbol 80R (the middle decorative symbol 80C is displayed with a size as if it is along such a plane). In short, it becomes a symbol display form that appears as if the left decorative symbol 80L, the middle decorative symbol 80C, and the right decorative symbol 80R are positioned along a surface that bulges rearward. By adopting such a display aspect of the decorative symbol 80, it is possible to express a space that extends in the front-back direction (depth direction) in the display area 911 that uses the decorative symbol 80 to display a planar (two-dimensional) image (it appears to the player as if the space extends in the front-back direction).

[0108] The decorative symbol 80 in this embodiment includes only numbers (elements representing types), but it may also be in an aspect that has accompanying elements such as characters in addition to such elements representing types. Even such a decorative symbol 80 can be displayed in the symmetric inclined aspect as described above.

[0109] Hereinafter, specific examples obtained by improving, concretizing, modifying, etc. matters related to the above symmetric tilt mode will be described. Note that, as much as possible, a configuration in which techniques described using the following specific examples are combined and applied may also be used.

[0110] 〇Specific Example 4-1 When the left decorative pattern 80L and the right decorative pattern 80R are displayed in the symmetric tilt mode at the time of the variation stop, the following rocking period is provided. The rocking period is a period during which each decorative pattern 80 is in a pseudo-stop state and until each decorative pattern 80 completely stops (variation stops). The pseudo-stop state means a state in which the variation of the pattern has not completely stopped but appears to the player to have stopped. In this example, the state in which the decorative pattern 80 is rocked is regarded as the pseudo-stop state.

[0111] The rocking period includes a synchronous period (see FIG. 21) and an asynchronous period (see FIG. 22) that follows. In the synchronous period, the left decorative symbol 80L and the right decorative symbol 80R synchronously move so as to swing left and right about an axis extending in the vertical direction, with the inclination directions (inclination angles) in the front-rear direction being made to coincide (see FIG. 21). If the left decorative symbol 80L appears to the player to be inclined such that the right side is deeper, then the right decorative symbol 80R also appears to the player to be inclined such that the right side is deeper (see FIG. 21(a)). If the left decorative symbol 80L appears to the player not to be inclined (appears to be along a plane direction orthogonal to the front-rear direction), then the right decorative symbol 80R also appears to the player not to be inclined (see FIG. 21(b)). If the left decorative symbol 80L appears to the player to be inclined such that the left side is deeper, then the right decorative symbol 80R also appears to the player to be inclined such that the left side is deeper (see FIG. 21(c)). The left decorative symbol 80L and the right decorative symbol 80R rock so that the states of FIGS. 21(a) to (c) each occur a plurality of times. If the left decorative symbol 80L and the right decorative symbol 80R are the same type of decorative symbol 80, then at any point in the synchronous period, if one of the left decorative symbol 80L and the right decorative symbol 80R is translated parallel to the other, the two will perfectly overlap.

[0112] The asynchronous period is a period during which the left decorative pattern 80L and the right decorative pattern 80R do not operate synchronously (after the previous synchronous operation has ended). For example, although the oscillation of one of the left decorative pattern 80L and the right decorative pattern 80R stops at the start of the asynchronous period, it is conceivable that the other continues to oscillate from the synchronous period (Figs. 22(a) to (c) show an example in which the oscillation of the left decorative pattern 80L stops and the oscillation of the right decorative pattern 80R continues). By going through such an asynchronous period, the left decorative pattern 80L and the right decorative pattern 80R are displayed in a symmetric tilt pattern that appears to be tilted backward (toward the back side) as they move away from both side edges in the width direction and toward the center side (see Fig. 22(c)). That is, if the synchronous operation of the left decorative pattern 80L and the right decorative pattern 80R is continued as it is, the symmetric tilt pattern will not occur. Therefore, the synchronous operation is terminated to achieve the symmetric tilt pattern. Note that both the left decorative pattern 80L and the right decorative pattern 80R may continue to operate continuously during the asynchronous period. For example, a configuration may be adopted in which the relationship of synchronous operation is eliminated by making the operation of one of the left decorative pattern 80L and the right decorative pattern 80R slower than the operation of the other, and as a result, the symmetric tilt pattern is achieved.

[0113] The operation (oscillation) mode of the middle decorative pattern 80C during the oscillation period may be any, but it is preferable that the operation is such that the planar mode is maintained. For example, it is conceivable to adopt a mode in which it oscillates up and down while maintaining the planar mode (see Figs. 21 and 22).

[0114] 〇Specific Example 4-2 As shown in FIG. 23, the symmetric tilt pattern is a pattern (tilt pattern) in which the left decorative design 80L (first decorative design) appears to the player to be tilted forward (towards the player) as it moves away from the left edge (one edge) of the display area 911, and the right decorative design 80R (second decorative design) appears to the player to be tilted forward (towards the player) as it moves away from the right edge (the other edge) of the display area 911. That is, it is assumed that the left decorative design 80L and the right decorative design 80R are in a symmetric tilt pattern that appears to the player to be tilted forward (towards the player) as they move away from both side edges in the width direction and towards the center side. The left decorative design 80L is configured such that its right side is visible but its left side is not, and the right decorative design 80R is configured such that its left side is visible but its right side is not. If the same type of decorative design 80 (numbers) is displayed as the left decorative design 80L and the right decorative design 80R, a line-symmetric display pattern is formed with a line extending in the vertical direction and equidistant from both decorative designs 80 (a line passing through the approximate center in the width direction of the display area 911) as the reference (axis of symmetry).

[0115] The middle decorative design 80C (third decorative design) is displayed in a planar pattern as in the above-described embodiment. However, the middle decorative design 80C may be displayed larger than in the above-described embodiment. Specifically, assuming (virtually) that a combination of designs arranged in the order of the left decorative design 80L, the middle decorative design 80C, and the right decorative design 80R from left to right is viewed from above, the left decorative design 80L and the right decorative design 80R are tilted forward from both sides in the width direction towards the inside, and the middle decorative design 80C is positioned along a plane (straight line) connecting the right end of the left decorative design 80L and the left end of the right decorative design 80R (the middle decorative design 80C is displayed in a size as if it were along such a plane) (see FIG. 23(b)). As a result, a design display form is obtained in which the left decorative design 80L, the middle decorative design 80C, and the right decorative design 80R appear to be positioned along a surface that bulges forward (towards the player).

[0116] 〇Specific Example 4-3 The symmetric tilt pattern can also have the upper edge and the lower edge of the display area 911 as one edge and the other edge. Specifically, it is as follows. Assume that three decorative symbols 80 indicating the win / loss lottery result, an upper decorative symbol 80X, a middle decorative symbol 80Z, and a lower decorative symbol 80Y are displayed. As shown in FIG. 24(a), the upper decorative symbol 80X (the first decorative symbol) is displayed on the upper edge (one edge) side of the display area 911. The lower decorative symbol 80Y (the second decorative symbol) is displayed on the lower edge (the other edge, which is the opposite of one edge) side of the display area 911. The upper decorative symbol 80X is displayed in a manner (tilt pattern) that appears to the player to be tilted backward (toward the back side) as it moves away from the upper edge (one edge) of the display area 911. The lower decorative symbol 80Y is displayed in a manner (tilt pattern) that appears to the player to be tilted backward (toward the back side) as it moves away from the lower edge (the other edge) of the display area 911. That is, the upper decorative symbol 80X and the lower decorative symbol 80Y are displayed in a manner that appears to the player to be tilted backward (toward the back side) as they move away from both the upper and lower edges on both sides in the vertical direction in the display area 911 and toward the center side. The upper decorative symbol 80X and the lower decorative symbol 80Y are displayed as if they are three-dimensional objects. The upper decorative symbol 80X is displayed in a manner such that the upper surface is visible but the lower surface is not visible, and the lower decorative symbol 80Y is displayed in a manner such that the lower surface is visible but the upper surface is not visible. If the same type of decorative symbol 80 (number) is displayed as the upper decorative symbol 80X and the lower decorative symbol 80Y, they are displayed in a line-symmetric display pattern with respect to a line (a line passing through the approximate center in the vertical direction of the display area 911) extending in the left-right direction and equidistant from both decorative symbols 80 as a reference (axis of symmetry).

[0117] The middle decorative pattern 80Z (third decorative pattern) displayed between the upper decorative pattern 80X and the lower decorative pattern 80Y is displayed in a planar aspect in the same manner as in the above-described embodiment. Specifically, assuming (virtually) that the pattern combination arranged in the order of the upper decorative pattern 80X, the middle decorative pattern 80Z, and the lower decorative pattern 80Y is viewed from the lateral direction, the upper decorative pattern 80X and the lower decorative pattern 80Y are inclined so as to face rearward from both upper and lower sides inward in the vertical direction, and the middle decorative pattern 80Z is positioned along a plane (straight line) connecting the lower end of the upper decorative pattern 80X and the upper end of the lower decorative pattern 80Y (the middle decorative pattern 80Z is displayed in such a size as if it were along such a plane) (see Fig. 24(b)). As a result, a pattern display form is obtained in which the upper decorative pattern 80X, the middle decorative pattern 80Z, and the lower decorative pattern 80Y appear to be positioned along a surface that bulges toward the rear (the back side).

[0118] Although not shown, by reversing the inclination directions of the upper decorative pattern 80X and the lower decorative pattern 80Y and enlarging the middle decorative pattern 80Z, a pattern display form can be obtained in which the upper decorative pattern 80X, the middle decorative pattern 80Z, and the lower decorative pattern 80Y appear to be positioned along a surface that bulges toward the front (the player side).

[0119] 〇Specific Example 4-4 In the above-described embodiment, it has been explained that the left decorative pattern 80L and the right decorative pattern 80R are displayed in a symmetric inclined manner at the time of stopping the variation, and the middle decorative pattern 80C is displayed in a planar manner. However, the middle decorative pattern 80C may also be configured to be displayed in an inclined manner. For example, a configuration in which the middle decorative pattern 80C is displayed in a manner of being inclined rearward (toward the back side) as it moves away from the upper edge in the display area 911 and toward the center side (see Fig. 25(a)), or a configuration in which the middle decorative pattern 80C is displayed in a manner of being inclined rearward (toward the back side) as it moves away from the lower edge in the display area 911 and toward the center side (see Fig. 25(b)). By doing so, an effect is achieved such that it appears as if a surface that bulges rearward is formed not only in the left-right direction but also in the up-down direction of the display area 911 as it moves toward the center side. In order to enhance the effect of looking like this, when adopting the configuration as shown in Fig. 25(a), it is preferable that the middle decorative pattern 80C is positioned above the left decorative pattern 80L and the right decorative pattern 80R, and when adopting the configuration as shown in Fig. 25(b), it is preferable that the middle decorative pattern 80C is positioned below the left decorative pattern 80L and the right decorative pattern 80R.

[0120] When the left decorative pattern 80L and the right decorative pattern 80R are configured to be displayed in a symmetric inclined manner as in Specific Example 4-2, the display mode of the middle decorative pattern 80C may be as shown in Fig. 26. That is, a configuration in which the middle decorative pattern 80C is displayed in a manner of being inclined forward (toward the player side) as it moves away from the upper edge in the display area 911 and toward the center side (see Fig. 26(a)), or a configuration in which the middle decorative pattern 80C is displayed in a manner of being inclined forward (toward the player side) as it moves away from the lower edge in the display area 911 and toward the center side (see Fig. 26(b)).

[0121] Note that, different from the examples shown in Fig. 25 and Fig. 26, the middle decorative pattern 80C may be configured to be displayed in the same inclined manner as the left decorative pattern 80L or the right decorative pattern 80R.

[0122] 6) As described above in detail regarding the embodiments of the present invention, the present invention is not limited to the above embodiments at all, and various modifications are possible without departing from the gist of the present invention.

[0123] The matters described in the above embodiments can be applied to other gaming machines such as rotary gaming machines, except for the points using the configurations peculiar to pachinko gaming machines.

[0124] In the above embodiments, a jackpot and a miss are set as the modes of the winning or losing lottery result, and a jackpot is obtained (a jackpot game is executed) by achieving a jackpot. However, it may be possible to obtain a jackpot via a so-called minor win. Although the gaming property that can obtain a jackpot via a minor win (the gaming property of a so-called "two-type gaming machine" where a jackpot is obtained by entering a game ball into a privilege area (V area) opened when winning a minor win) itself is well-known and thus detailed description is omitted, for example, if winning a minor win, (except when irregular events such as malfunctions of the gaming machine or the player not playing the game as instructed occur), if it is set that this leads to the acquisition of a jackpot (a setting where a minor win and a jackpot win can be substantially regarded as the same), then the jackpot win described in the above embodiments includes winning a minor win (the "jackpot" can be read as the "minor win"). Also, in the case of such a configuration, the "jackpot probability" described in the above embodiments is the "substantial jackpot probability" including the acquisition of a jackpot via a minor win.

[0125] The specific means (gaming machines) obtained from the above embodiments are listed below.

[0126] · Means 1-1 A gaming machine is provided with a first firing state for firing a game ball toward a first gaming area and a second firing state for firing a game ball toward a second gaming area different from the first gaming area. When shifting from the second firing state to the first firing state upon the establishment of a first transition condition, a first firing notification is executed to notify the player that the game ball should be fired toward the first gaming area. When condition A is established as the first transition condition, the first firing notification is in notification mode A, while when condition B is established as the first transition condition, the first firing notification is in notification mode B. The gaming machine is characterized in this regard. According to the above gaming machine, since the mode of the first firing notification differs according to the conditions when returning to the first firing state, it is possible to reduce the likelihood that the player will become irritated by the notification of the first firing mode.

[0127] · Means 1-2 A normal gaming state and a special gaming state more advantageous than the normal gaming state are provided as gaming states for playing the game aiming to obtain a privilege. The normal gaming state is the first firing state, the special gaming state is the second firing state, and the privilege gaming state executed by obtaining the privilege is the second firing state. As the privilege that can be obtained in the normal gaming state, a normal privilege that becomes the normal gaming state after the end of the privilege gaming state and a special privilege that becomes the special gaming state after the end of the privilege gaming state are provided. When the normal privilege is obtained in the normal gaming state, the first firing notification when returning to the normal gaming state after the end of the privilege gaming state is in the notification mode A, while when the special privilege is obtained in the normal gaming state, after the end of the privilege gaming state, it shifts to the special gaming state, and then the first firing notification when first returning to the normal gaming state is in the notification mode B. The gaming machine according to means 1-1 is characterized in this regard. In this way, it is preferable that the notification mode of the first firing notification differs between the case where the normal privilege is obtained in the normal gaming state and the case where the special privilege is obtained (when shifting to the special gaming state).

[0128] · Means 1-3 The gaming machine described in Means 1-1 or 1-2 is characterized in that in both the notification mode A and the notification mode B, a first instruction image is displayed indicating that the game ball should be launched toward the first game area, and the first instruction image displayed in the notification mode A is smaller than the first instruction image displayed in the notification mode B. By doing so, it is possible to reduce the risk of the player becoming irritated when the first firing state is returned to due to the fulfillment of condition A.

[0129] ·Means 2-1 This gaming machine starts outputting a connection song including a plurality of constituent music pieces when a predetermined start condition is satisfied, and is characterized in that the type of the constituent music piece that becomes the opening music piece that is outputted first after the start condition is satisfied can be changed. The gaming machine described above contributes to improving the satisfaction of the player since the player can select a favorite composition piece as the first piece to be output as a connected piece (medley).

[0130] ·Means 2-2 The gaming machine described in means 2-1 is characterized in that, regardless of the type of the constituent music piece that is the opening music piece, the connecting music piece is output in a specified order from multiple types of the constituent music pieces. In this way, the constituent pieces of music may be output in a predetermined order (prescribed order) regardless of the type of the constituent piece of music that is the opening piece of music, making the control easier.

[0131] ·Means 2-3 A gaming machine as described in means 2-1 or 2-2, characterized in that it has a song selection function that allows a player to arbitrarily select a song to be output from two or more candidate songs, one of the two or more candidate songs being the connecting song, and the type of the constituent song that is to be the opening song changes each time a selection operation to select the connecting song is performed. By configuring the selection operation of the connection music to also function as an operation for changing the type of the constituent music that is the opening music, it becomes unnecessary to separately prepare an operation for changing the type of the constituent music that is the opening music.

[0132] ·Means 3-1 A game machine comprising: an effect execution means capable of executing a plurality of types of suggestion effects that suggest a reliability which is the probability that the target lottery result is a winning; and a customization function for changing the occurrence probability of a target effect which is any one of the suggestion effects, wherein as the customization function, a first customization in which the suggestion effect having a first attribute is set as the target effect and a second customization in which the suggestion effect having a second attribute is set as the target effect are provided, and as the suggestion effect, a specific suggestion effect having both the first attribute and the second attribute and capable of having its occurrence probability changed in either the case where the setting of the first customization is changed or the case where the setting of the second customization is changed is provided. The above-described game machine is interesting in that it is provided with a specific suggestion effect that is affected by both the first customization and the second customization (a customization synergistic effect is exhibited).

[0133] ·Means 3-2 The game machine according to Means 3-1, wherein the first customization is capable of selecting whether to set the suggestion effect having the first attribute to an ON setting where it can occur or an OFF setting where it does not occur, and the second customization is capable of selecting any one of two or more relative settings in which the occurrence probability of the suggestion effect having the second attribute is relatively different. In such a configuration, by changing the relative setting of the second customization in a state where the first customization is set to ON, the occurrence probability of the specific suggestion effect can be changed.

[0134] ·Means 3-3 The first customization is capable of selecting any one of two or more relative settings in which the occurrence probability of the suggestive effect having the first attribute is relatively different, and the second customization is capable of selecting any one of two or more relative settings in which the occurrence probability of the suggestive effect having the second attribute is relatively different. The gaming machine according to means 3-1 is characterized by this. When configured in this way, by changing the combination of the relative settings of the first customization and the second customization, the occurrence probability of a specific suggestive effect can be changed.

[0135] ·Means 4-1 A gaming machine in which a plurality of types of decorative symbols are variably displayed in a display area of a display device, and a winning or losing lottery result is notified by a symbol combination that is a combination of the decorative symbols at the time when the variation stops. The symbol combination includes a first decorative symbol displayed on one edge side of the display area and a second decorative symbol displayed on the other edge side opposite to the one edge of the display area. At the time of the variation stop, the first decorative symbol appears to move in one direction in the front-rear direction as it moves away from the one edge, and the second decorative symbol appears to move in one direction in the front-rear direction as it moves away from the other edge. The gaming machine is characterized in that it can be displayed in a symmetric tilt mode. According to the above gaming machine, it is possible to express a space that extends in the front-rear direction (depth direction) (in a two-dimensional display area) using decorative symbols.

[0136] ·Means 4-2 After a synchronization period in which the first decorative symbol and the second decorative symbol perform a synchronization operation so as to appear to have the same tilt direction in the front-rear direction, after an asynchronous period in which the first decorative symbol and the second decorative symbol do not perform the synchronization operation, the first decorative symbol and the second decorative symbol reach the time of the variation stop when they are displayed in the symmetric tilt mode. The gaming machine according to means 4-1 is characterized by this. By doing so, after synchronizing the first decorative symbol and the second decorative symbol, it is possible to obtain a symbol display form that finally reaches a symmetric tilt mode.

[0137] · Means 4-3 The symbol combination includes a third decorative symbol displayed between the first decorative symbol and the second decorative symbol, and when the first decorative symbol and the second decorative symbol are displayed in the inclined mode and the variation stops, the third decorative symbol is displayed in a planar mode along a plane direction orthogonal to the front-rear direction. The gaming machine according to means 4-1 or means 4-2, characterized in that By doing so, a symbol display form is obtained in which the decorative symbols arranged in the order of the first decorative symbol, the third decorative symbol, and the second decorative symbol appear to be located along a surface that protrudes to one side in the front-rear direction.

[0138] 1 Gaming machine 11 First instruction image 12 Second instruction image 20 Selection image 30 Explanation image 61 Push button 62 Cross key 65 Speaker 70 Reserved symbol 80 Decorative symbol (80L Left decorative symbol 80R Right decorative symbol 80C Middle decorative symbol) 902 Gaming area (902a First gaming area 902b Second gaming area) 904 Start area (904a First start area 904b Second start area) 91 Display device 911 Display area

Claims

1. A gaming machine provided with a first firing state for firing a game ball toward a first gaming area and a second firing state for firing a game ball toward a second gaming area different from the first gaming area, when shifting from the second firing state to the first firing state upon the establishment of a first transition condition, a first firing notification for notifying a player that a game ball should be fired toward the first gaming area is executed, when condition A is established as the first transition condition, the first firing notification is set to notification mode A, while when condition B is established as the first transition condition, the first firing notification is set to notification mode B characterized by a gaming machine.

2. A normal gaming state and a special gaming state more advantageous than the normal gaming state are provided as gaming states for playing games aiming to obtain a privilege, the normal gaming state is the first firing state, the special gaming state is the second firing state, the privilege gaming state executed by obtaining the privilege is the second firing state, as the privilege obtainable in the normal gaming state, a normal privilege that becomes the normal gaming state after the end of the privilege gaming state and a special privilege that becomes the special gaming state after the end of the privilege gaming state are provided, when the normal privilege is obtained in the normal gaming state, the first firing notification when returning to the normal gaming state after the end of the privilege gaming state is set to the notification mode A, while when the special privilege is obtained in the normal gaming state, after the end of the privilege gaming state, a transition is made to the special gaming state, and then the first firing notification when first returning to the normal gaming state is set to the notification mode B characterized by the gaming machine according to claim 1.

3. Both the notification mode A and the notification mode B are those in which a first instruction image indicating that a game ball should be fired aiming at the first gaming area is displayed, the first instruction image displayed as the notification mode A is smaller than the first instruction image displayed as the notification mode B characterized by the gaming machine according to claim 1 or claim 2.

Citation Information

Patent Citations

  • Game machine

    JP2018143655A